IT: Evil Below
IT: Evil Below Rulebook
Table of Contents
Table of Contents
Contents
- 1 Game Board
- 7 Character Boards
- 8 Character Movers
- 49 Totem Encounter Cards
- 13 Attack Encounter Cards
- 18 Pennywise Weakness Cards
- 7 Custom Dice
- 7 Bravery Tokens
- 4 Bike Tokens
- 1 Losers' Club Strength Token
- 28 Pennywise Victim Tokens
- 1 Rulebook
Goal
Cooperatively advance the Losers' Club Strength token to the end of its track before any characters' Bravery fails or Pennywise wins.
Setup
- Place the game board in the center of the table. Note that there are indicators for decks of cards to be placed next to the game board. You will need to leave space to the left of those decks for discard piles.
- Each player chooses a member of the Losers' Club and takes the Character board, the corresponding Character mover and a Bravery token. Place your mover on the game board in the location listed at the top of the Character board. Place a Bravery token on the "5" space on each player's Character board. Return any remaining Character boards, Character movers and Bravery tokens to the box.
- Flip all the Pennywise Victim tokens with the side reading "YOU'LL FLOAT TOO" up. Shuffle the tokens. Randomly place one on each circle within the locations on the game board.
- Place the Pennywise mover on the Drainpipe Space in the center of the map.
- Place one Bike token in each of the following locations: Quality Meats Butcher Shop, Town Square, House on Neibolt Street, and The Standpipe.
- Separate the Encounter cards into two piles by the card fronts: Totems (multi-colored cards) and Attacks (black cards). Shuffle them separately.
- 6A. Place the top 6 Totem cards and 1 Attack card facedown next to the Fight Stack indicator to the left of the game board.
- 6B. Place the remaining Totem Encounter cards facedown next to the Totem cards indicator.
- 6C. Place the remaining Attack Encounter cards facedown next to the Pennywise Attack cards.
- Place the Losers' Club Strength token on the Start space of the Losers' Club Strength track.
- Separate the Weakness cards by reward — 1, 2, or 3 spaces. Shuffle each stack separately and place face-up on the right side of the game board.
- Give the youngest player the dice to start the game.
Character Boards
Each Character board shows the character's starting location, a special ability, the turn steps, and a Bravery track running from the heart space through 5.
- Bill Denbrough — Starts in House on Neibolt Street. Whenever a Victim is abducted from your location, if you have two or fewer cards in hand, draw a card.
- Bev Marsh — Starts in Bev's Apartment. At the beginning of your turn, if at least one other player is in your location, all players in that location gain 1 Bravery.
- Mike Hanlon — Starts in Quality Meats Butcher Shop. Whenever you fight Pennywise, if you have only one card in hand, you may add it to the cards revealed in the Attack.
- Richie Tozier — Starts in Town Square. Once per turn on your turn, you may move Pennywise from an adjacent location into your location.
- Eddie Kaspbrak — Starts in Keene's Pharmacy. Whenever Pennywise is in your location, you may place up to two cards from your hand into the Fight Stack.
- Ben Hanscom — Starts in The Barrens. You have no maximum hand size. Whenever you fight Pennywise, draw a card.
Every Character board shows the same turn steps:
- Roll Dice
- Resolve Sightings
- Take Player Actions
- Fight Pennywise (optional)
Playing the Game
Turn Steps
Each turn, the active player works through these steps in order:
- Roll Dice
- Resolve Sightings
- Take Player Actions
- Fight Pennywise (optional)
1. Roll Dice
The dice have three different symbols:
- Balloon — is a Pennywise Sighting. These must be resolved immediately.
- Pick Up (a hand) — is used for player actions.
- Courage (a heart) — is used for player actions.
Each of the seven dice has colored symbols relating to one of the seven locations on the game board. Symbols are color specific, meaning each die represents an action that happens within a location, and only one action will be able to be resolved in each Location on a player's turn.
The active player must roll all 7 dice once. There are no rerolls.
2. Resolve Sightings
Pennywise Abducts Victims
For each Balloon shown on the dice, Pennywise will abduct a victim. If any of the Balloons are for a location where a player's Character is present, that player immediately loses 1 Bravery.
Reveal the first available Victim token (working left to right or top to bottom) from the track in the corresponding location.
- If the revealed Victim token shows a child (see below), place it on the lowest available space of the Evil Influence track.
- If the revealed token shows a Pennywise Attack symbol (a red balloon), Pennywise gets stronger. Place the top card of the Pennywise Attack pile (without revealing it) on the top of the Fight Stack. Return all revealed Pennywise Attack symbol tokens to the box.
In the first rounds of the game, Victim tokens will be revealed that uncover letters in order A, B, and C. As the game progresses, if you remove the last Victim token from a Location, Pennywise is revealed. Place a Pennywise Attack card on the Fight Stack, just as if you had revealed the Pennywise Attack symbol on the underside of the Victim token. Additionally, each successive time a Pennywise sighting happens in that Location, add another Pennywise Attack card to the Fight Stack.
If three (or more) Locations have no Victim tokens remaining after Resolving Sightings, Pennywise wins immediately.
Victim tokens
- Back: "YOU'LL FLOAT TOO" (the side placed face-up at setup, flipped to the front when revealed).
- Front — Child: a child's silhouette.
- Front — Attack: the Pennywise Attack symbol (red balloon). Return to box once revealed.
Pennywise Moves
Of the sightings rolled, Pennywise will move to the location where he is strongest. This is determined by the number of Victim tokens missing from each location. If there are two or more locations where Pennywise has equal strength, the players choose one of those locations to move Pennywise into.
Example: Midway through the game, the dice roll results in Sightings for The Standpipe, The Barrens, and Bev's Apartment. Remove one token in each of those locations. After resolving abductions, The Standpipe is missing one Victim, The Barrens is missing two, and Bev's Apartment one. Since Pennywise is strongest in The Barrens, move the Pennywise token there.
Note: if no Balloons are rolled, Pennywise does not move.
Pennywise Attacks
Every time a Victim token is placed on a Pennywise Attack symbol space on the Evil Influence track, Pennywise will attack the active player. This can happen multiple times in one turn. Immediately move Pennywise to the active player's location. Reveal the top card from Pennywise Attack pile. For each Victim Pennywise has abducted in that location, he will Attack. Resolve the effects in order.
In the previous example, Pennywise took two victims from The Barrens, revealing the letters "A" and "B". When Pennywise Attacks in that location, both the "A" and "B" Attacks on the card are resolved.
If there are multiple players in a location attacked by Pennywise, those damage effects may be spread out among all the players there. The damage effects must still be satisfied to their full extent. This means, if the damage effect includes discarding cards and only one player in the location has cards in hand, they have to accept that entire Attack. Otherwise, the loss of Bravery and cards can be split amongst those players. Discarded Totem cards should be placed in a discard pile to the left of the Totem cards draw pile. Once the Attack is resolved, place the card facedown on the Fight Stack.
After resolving the Attack, if any player's Bravery is reduced to zero, Pennywise claims that player as his final victim and all players lose.
3. Take Player Actions
Set aside all dice with a Balloon. Any remaining dice in the active player's pool can be used to take actions. Plan your turn to use as many dice as possible. Since dice can only be activated once per turn, set aside each die when used. Regardless of color (or symbol), any die may be used to move your Character mover to an adjacent location. Set aside one die each time you move.
Pick Up Actions
A Pick Up (hand) die can be used for one of two actions when in that die's corresponding location: Draw a card or pick up a Bike token when in the corresponding location.
Draw a Card
Draw the top card from the Totem card pile. Drawn cards are kept faceup in front of you. Hand size is limited to 3 cards. If you already have three cards in hand, you cannot draw any more cards. If the draw pile is ever empty, shuffle the Totem card discard pile and make a new draw pile.
Drawn cards can be added to the Fight Stack whenever you are in the corresponding Location. (See Prepare to Fight.)
Pick Up a Bike Token
Alternatively, use a Pick Up die to take a Bike token from a Location. You may not have more than one Bike token in your possession at a time.
Players with a Bike token can move their Character mover to any other location, regardless of distance, on any player's turn.
Once they've moved, return the Bike token to the board in the destination location. Bikes do not belong to any player, and can be picked up by anyone regardless of whether another player has already used it.
Courage Actions
A Courage (heart) die can be used for one of two actions when in that die's corresponding location: Increase Bravery or Rescue a Victim.
Increase Bravery
Every player in the Location can increase their Bravery level by 1. A player's Bravery may never go above 5.
Rescue a Victim
Return the topmost Victim token from the Evil Influence track to the rightmost (or bottommost) open space in the location.
NOTE: Once the Pennywise Attack symbol on the game board is revealed in a Location, Victims can no longer be rescued there.
Prepare to Fight
As players move around the board, if their mover is in a location that matches the location of one or more Totem cards in their hand, they may place it in the Fight Stack facedown. This may be done as often as a player likes, and does not require using a die.
Example: Ben begins his turn with a blue Keene's Pharmacy card and a red House on Neibolt Street card in his hand. He is currently in The Barrens and has four dice left to use for movement and actions this turn. He uses the first die to move to House on Neibolt Street and immediately puts his red card into the Fight Stack. Next he uses a die showing a red hand symbol to draw a Totem Encounter card. The new card is also red, so he puts that card into the Fight Stack as well. He then uses a die to move to Keene's Pharmacy and places the blue Keene's Pharmacy card from his hand into the Fight Stack. Using his last die, he moves to Town Square, where Pennywise and Richie are located. Ben announces his intent to fight Pennywise. The ability on his Character board allows him to draw a card when he fights Pennywise. He draws a card and sees that it is a purple Town Square card. He places that card into the Fight Stack, then proceeds to the Fight Pennywise step.
4. Fight Pennywise (Optional)
To win the game, players must take advantage of Pennywise's weaknesses and advance the Losers' Club Strength token to the end of its track. Fighting Pennywise is an optional action and does not require a player to use a die.
To fight Pennywise, the active player and at least one other player must be in the same location as Pennywise. Remember, the use of Bike tokens can happen on any player's turn. The active player shuffles the Fight Stack and reveals cards from it one at a time. The goal is to reveal Totem cards to match the requirements listed on any or all of the face-up Weakness cards. Players can continue to reveal cards until they choose to stop OR they reveal a Pennywise Attack card. If a player chooses to fight Pennywise, at least one card must be revealed from the Fight Stack before the player may choose to stop.
Choose to Stop
If the active player chooses to stop revealing cards from the Fight Stack before an Attack card is revealed, they gain the rewards for ALL Weakness cards whose conditions are met. It is possible for the same Totem cards to be used to complete multiple Weaknesses in one fight. Place the completed Weakness cards facedown on the Pennywise Weakness discard space. All Totem cards revealed from the Fight Stack are placed facedown next to the Totem card draw deck to form a discard pile.
Note: If the Fight Stack is empty, players may not initiate a fight with Pennywise.
Reveal a Pennywise Attack Card
When the active player reveals a Pennywise Attack card from the Fight Stack, they immediately stop revealing cards. All Totem cards revealed must be discarded. Weakness cards cannot be resolved because no cards remain in the Fight. Instead, Pennywise counterattacks. Look at the Location on the game board where the fight is taking place. Resolve the effects on the revealed Pennywise Attack card corresponding to the lettered spaces visible in the location. Place the Pennywise Attack card facedown on the bottom of the Attack card draw pile. Remember, the effects from the Attack can be split amongst all players in the location.
Pennywise Attack card (as printed):
- 0/A — Reveal the top 2 cards of the Fight deck. Discard all Totems revealed this way.
- B — Lower Bravery by 2 and discard 2 Totem cards.
- C — Lower Bravery by 2 and discard 2 Totem cards.
Attack Encounter card (as printed, setup step 6A):
- 0/A — Lower Bravery by 1 and discard 2 Totem cards.
- B — Lower Bravery by 1.
- C — Lower Bravery by 2.
Special Totem Cards
Seven of the Totem cards have an effect that moves the Losers' Club Strength token forward if the specific character is present where the fight occurs. The bonus is granted when the Totem card is revealed, and cannot be cancelled even if a Pennywise Attack card is revealed.
Weakness Cards
The Weakness cards are separated into three stacks by reward (1, 2, or 3 spaces) and are placed face-up on the right side of the game board. The rulebook illustrations show the following Weakness cards, each with its printed condition and reward (REWARD: ADVANCE LOSERS' CLUB STRENGTH by the number of spaces shown):
- Turn over two encounter cards with the same Totem — 1 space.
- Turn over two encounter cards with the Inhaler, Rock, and/or Postcard — 1 space.
- Turn over two encounter cards with the Paper Boat and/or Shower Cap — 2 spaces.
- Turn over three encounter cards with the Postcard, Arcade Token, and/or Yearbook Page — 2 spaces.
- Turn over four encounter cards with different locations — 2 spaces.
- Turn over five encounter cards with different Totems — 3 spaces.
- Turn over two pairs of encounter cards with matching Totems and/or locations — 3 spaces. The printed card also reads: All players in the active player's location gain a Bravery.
Note: The rulebook shows only example Weakness cards; the full set of 18 Pennywise Weakness cards is not reproduced in the rulebook text.
5. End Your Turn
After all actions have been taken and effects have been resolved for the turn, the turn ends and the active player passes the dice to the player on their left to start a new turn.
Losing and Winning the Game
Losing the Game
There are several ways for the players to lose the game:
- Any player's Bravery falls to 0.
- All of the spaces in the Evil Influence track are filled with Victim tokens.
- Any three Locations have no Victim tokens remaining.
- All 13 Pennywise Attack cards are in the Fight Stack.
Winning the Game
The players win only if they are able to move the Losers' Club Strength token to the end of the track.